248,602 Commits over 3,928 Days - 2.64cph!
removing old cliffs, old formations except types still in use, test folders
Fix not switching assembly during hotload
Adjusted World Mapping Size of all trimsheets
Stepped the mapping size down to 64 from 128, effectively doubling the working resolution of our trims.
They were too low-res in most use-cases, producing shit mipmap compression. This shouldn't fuck anything, just makes everything sharper when hotspotting from now on
Merge from simple_upgrade
blendable: vertex paint tint masks apply per layer
https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png
https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
Re-exported rock_formation_mid_b_nrm to get rid of import errors
Server sends code archive instead of assembly
Client compiles code archives
Don't try to compile code archives on local packages
Merge from launcher reload bug
Added separate mask tiling and offset and blending to the detail mask in the blend shaders
Apply the same fix when going from loaded-> unloaded (should never really happen in reality, but there's no reason for it to take 0.25s)
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client
Affects crossbow and speargun vms
added temp material values that I think make the ice look better - changes and request written up on task comments
Fixed the double reload bug for all weapons in BaseProjectile
Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes)
Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
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update particle rework scene
fixed colliders on sculpture that were blocking some placement and block upgrades
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
Fix compile error in none.
Remove some randomly added Usings
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
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Ice shader tessellation with phong and bezier smoothing options
Merge from main (keeping main changes to external wall prefabs)
Don't show on default 5.56
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
Leaderboard backup, run #
15701
Make Connection.SteamId and PartyId a SteamId
Make Game.SteamId a SteamId
Networking.TryConnectSteamId takes a SteamId
Add SteamId.AccountType
Add steamid to bytepack
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
Fixed reconnect command
Set _ownerid before lobby owner transfer as well and pre-empt owner data change
Make sure go.Network returns network root network accessor like it did before (Fixes Facepunch/sbox-issues#7044)
Just return out if we're headless when shutting down user cursors instead of assert - fixes dedicated server not starting
Better handling for root network accessor
Merge from oxygen_qol_tweaks
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory
Fixed some rounding issues when using dive tanks after the last commit
Increase depth required to start losing oxygen to 1 (fully submerged)
Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
Merge from launcher reload bug
Print reload time option now recommends a reload time based on a 0.34ms buffer
Updated both rocket launchers again
Merge from modding_prefabs
Added new greybox scene containing all cube prefabs (for testing)
Backlog of unsaved mapping/modding prefabs:
- More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster
- Cold and heat volume variants (low, med, high)
- Toxic/radiation water cube + cylinder prefabs
- Admin spawnable invisible 3x3 cube + wall
- Static fire prefabs (looping)
- Static xmas light string prefab
- Static spraycan decals
- Birthday cake prefabs
- Invisible static PressButton
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled